Darkest Dungeon®

Darkest Dungeon®

Complex Compulsions
 This topic has been pinned, so it's probably important
retrotheft  [developer] 9 Aug, 2018 @ 9:28pm
General Feedback
Please post here if you want to give any feedback that isn't a bug report. Positive or negative, whatever. Try to keep it civil though! :)
< >
Showing 1-12 of 12 comments
Azoriel-Vk 12 Aug, 2018 @ 1:27pm 
first love this mod, sounds good your reasons
second, sorry if i write something wrong (my original languaje y spanish)
third here comes something I noticed, some quirks don't explain what they actually do, diferent from egomania explaining (+speed etc), quirks like plutomania can't be know what they actually do, and if it's worth having them.

example: i decided leave plutomania in my anticuarian (will interact loot curios) but "increases proficiencies as wealth acrues" sounds vague to me, what it actually do?, increase weapon profinciencies (crit), debuff, bligth, healing done?.
I know some quirks don't really say wich curios will interact but you can tell because they say "obsessed with sainthood" if they will interact saint curios etc.

it would be better if you know not the exact rate of increase but should be more informative, like if it increases crit chance, would be better "increases lethality as wealth acrues"
Last edited by Azoriel-Vk; 12 Aug, 2018 @ 1:29pm
retrotheft  [developer] 12 Aug, 2018 @ 2:28pm 
Hey, thanks for the feedback! I completely agree that the descriptions should be informative enough to give you a solid idea of what they're doing. If that's not happening, then that's my failure to convey enough information, which I apologise for.

In the case of Plutomania, it grants skill bonuses for every different type of gem which you have in your inventory, and I tried to colour match them as best as I could. I perhaps could rewrite it to "Increases skill proficiencies," which might be clearer?

Hylomania is very similar, except that it increases resistances, and is colour matched to the same skills where possible.

The other thing to know is that unfortunately there's a limit to the number of characters in the quirk descriptions, so I can't just put the buffs for those since there are too many. The other thing is when there's a written description, it displays on one line, which can become a bit too long quite quickly, so I had to work within those two restrictions.
Azoriel-Vk 13 Aug, 2018 @ 12:46pm 
sounds good, reading "skills" would give the idea for skill chance, as it is great for these increase with gems.
Derejin 13 Aug, 2018 @ 8:49pm 
Saw you said you were out of ideas in the Comments, so a few notes!
(also, Great idea for a mod!)

(First trait is the default of the quirk pre-mod)
Unquiet Mind: Will not meditate - reduced accuracy, but increased speed. (They're fidgety, I'd imagine!)

Resolution: Will not enter the Bar. +5% Virtue Chance. (Of course he's gonna feel better about things!)

Antsy: +20 Stress when left Idle for a week. Reduced stress heal from Camping. Boosted crit on first round of each fight. (Raring to go, hates sitting around)

Calm: -15% Damage first round. -10% Stress. (I mean, they're calm. Why would they stress as much, then?)

Germaphobe: -10 Acc vs. Blighted. +10% Disease resist. (Folks who obsessively clean themselves are less likely to get sick!)

Perfectionist: +5 Stress when attack Misses. +5% Crit. (Obsessing over doing well is bad for your mental health, but may help a little bit with skill)

Bloodthirsty: Fascinated with injury et. al. +5% Crit vs. Bleeding.

Curious: Obsessed with aquisition of knowledge. -5 stress on interaction with Knowledge curio.

Dacnomania: Obsessed with Killing. Doubled chance for stress heal on landing a killing blow.

Hylomania: Obsessed with material things. Same benefit as this mod gives to Klepto, maybe?
(and maybe the same for Plutomania, but only for money)

Going to give this mod a shot, I think. Great job so far!
retrotheft  [developer] 13 Aug, 2018 @ 9:34pm 
Hey, thanks for the reply! Hylomania, Plutomania, Dacnomania, Bloodthirsty, and Germaphobe are all actually updated in Complex Compulsions! You're bang on about Hylo- and Pluto-, that's pretty much exactly what I did :)

Also some extra stress heal for Dacnomania makes sense. I gave them extra speed for every enemy after the first, but gave them a 25% chance to choose their own target lol (it's so annoying when your hero attacks someone different, wish I could see player's reactions :)

Bloodthirsty I think I gave extra crit to in general, but only 2%. Percentages add up quickly! I figured they would also play with their own injuries so I increased their bleeding duration ;) Oh and extra trap disarm chance since it also says "(fascinated with) torture" and they interact with torture curios, so I figured they'd be into devices.

Actually I like all the ideas. I do want to do a second mod similar to this one so I'll keep them in mind! Love your work :)
Last edited by retrotheft; 13 Aug, 2018 @ 9:35pm
Derejin 13 Aug, 2018 @ 10:47pm 
Thanks for the reply to the feedback!

Got around to trying it tonight, and saw for myself several I had suggested already had additional effects. But hopefully it's still handy feedback. XD

And glad you like my work, as well!
Last edited by Derejin; 13 Aug, 2018 @ 10:47pm
Derejin 14 Aug, 2018 @ 4:35am 
And another that came to mind (as I continue to play):

Love Interest could boost Virtue Chance and Deathblow Resist. I could imagine a character saying something like "No! She's waiting for me!", for example. :P
Last edited by Derejin; 14 Aug, 2018 @ 4:36am
Azoriel-Vk 15 Aug, 2018 @ 12:44pm 
I think we should not go as far to give too much power on negative quirks, after all they're supossed to be negative, if you give power to all negative quirks you would not need to remove them

this mod is made for compulsive quirks, so even if your reynault is giving an extra effort in battle he would still mess your curio loot game and activating trap curios, saying this giving perfectionist 5% crit is too over powered for a negative quirk, deadly only gives 2% it's even better than a positive quirk and you would only need acc trinkets and no crit.

i would say this.- make this a compulsive quirks mod, and if you feel like it make another mod for common quirks


retrotheft  [developer] 15 Aug, 2018 @ 3:56pm 
Yeah a lot of that is my thinking as well. That's why I stuck to the compulsive quirks :D

In regards to the positive / negative thing though, I do have one thought: how much are the negative quirks really adding to the game if all you do is remove them as soon as you have enough gold? Are they just a temporary annoyance and economical hindrance? I can typically keep all my heroes free of negative quirks without much bother, certainly by the start of the mid-game usually.

I guess what I would like to achieve is players having all five positive quirks full and all five negative quirks full by choice. This pretty much means that the negative quirks have to be a trade off of some kind. I started with the forced interaction quirks because to me, they seemed like the most interesting trade-off, since they're a mechanic and not just a stat debuff. If I do another similar mod I'll definitely be looking for ways to introduce more interesting risk/reward scenarios! :)

Thanks for replying! :)
I run many mods and sometimes the compulsions, while obviously working as intended, don't output the correct String that is intended upon hovering over them. As such, I humbly request an MS spreadsheet (or alternative software) listing all the compulsions that you have added in the game.
Last edited by affairs most succubussian; 21 Nov, 2018 @ 9:30am
This mod is really, really wonderful.
Vuohi 11 May, 2022 @ 8:29pm 
It looks like the weekly stress penalty for quirks like Dipsomania only cancels out the usual idle stress reduction, rather than increasing stress. Is this as intended?
< >
Showing 1-12 of 12 comments
Per page: 1530 50